DragonBreak Online ยท Player reference

War and Raids

Open now: the Realm map, capitals, peace treaties and raid groups of 7 to 12 players. Not open yet in the alpha: war and faction raids. They are built, and stay closed while the holds and factions are set up.

6 territories2 powers in Bruma1–8 week treaties7–12 player raids

The land

It is 4E 211. The Legion has withdrawn from Skyrim, and its nine Holds rule themselves. Bruma, on the Cyrodiil side of the Jerall Mountains, is a county of the Empire under its Count, and the Legion still keeps its forts in Cyrodiil. For the alpha, all the land that can be held lies in the County of Bruma.

County of Bruma

Under the Count
  • BrumaThe capital, seated at Castle BrumaCity
  • ApplewatchTown
  • AleswellTown
  • GreenwoodVillage

Imperial Legion

Its forts in Cyrodiil
  • Fort CaractacusFort
  • Pale PassFort

The Realm map Open

Open your journal (F3), go to its Faction tab and choose Realm: the map shows who holds each place, in the holder's colours. Every place has a land marker, and the land around it belongs to the nearest marker. A crown marks a capital, and a banner marks a faction's seat in the open. No Faction tab in your journal? /faction opens the same map.

What land gives

Land earns nothing by itself. Every claimed home that stands on it pays a weekly property tax: on a hold's land at the hold's one tax rate, the same rate it takes from inn beds (0 to 30%), and on land another faction holds at the rate its leader sets. A home in a fief, one of the County's four settlements of Applewatch, Aleswell, Greenwood and Mountain Watch, sends a quarter of its tax to the fief's own treasury (see the nobility). The rest goes to the treasury of whoever holds the land, less the Imperial tithe: Bruma is a county of the Empire, so a tenth of the property tax a faction keeps from Cyrodiil land goes to the Imperial Legion's treasury, which pays none on its own forts. Holding a hold's capital means holding the hold.

Who speaks for a faction

A faction's leader, or a hold's ruler (a Jarl, a Count or a Chieftain), acts for it in the realm from the Realm and War pages of the Faction tab in the journal (F3), or through /faction. There are no chat commands for war.

Capitals and peace treaties

Both work now, while war is closed.

Capital Open

A hold chooses one of its own territories as its capital; until it does, Bruma is the County's. Any other faction chooses a territory it holds, or makes the spot where its leader stands its seat, such as a guildhall. A capital can move once every 7 days, and never during a war. A faction musters at its capital to declare war.

Peace treaty Open

One leader offers peace from the War page for 1 to 8 weeks, and the other side's leader accepts or refuses. A treaty costs nothing, and everyone online hears when one is sworn. While it holds, neither side can declare war on the other. It runs its full length: there is no breaking it early.

What a treaty does not cover

A treaty stops declarations of war, not raids. Two factions already at war cannot swear one; they make peace instead (see below).

War Not open yet

Not open yet in the alpha. Everything below is built and waits until the holds and factions are set up; the War page says so and keeps its declaration form hidden until then.

Declaring war

A leader or ruler declares from the War page, naming the faction and the territories they mean to take. To declare:

  • 10 members of each side online
  • every online member of the declaring faction gathered at its capital
  • 10,000 gold from the declaring faction's treasury
  • no treaty between the two, and no other war the declarer started still running

Protection

A faction is safe from declarations for its first 7 days; holds and strongholds are never new. After a war ends, the same attacker waits 14 days before declaring on the same faction again.

Notice and battle windows

Everyone online hears the declaration at once. Fighting happens only in 3 battle windows of 2 hours each, which the attacker picks from the server's evening battle times (at present 00:00 UTC each day), beginning at least 7 days after the declaration. Outside a window, nothing can be taken.

Taking the land

During a window, attackers who hold a named territory's land marker (within about 21 metres) for 5 minutes with no defender standing there take it. One living defender at the marker resets the count, and defenders take lost land back the same way. Only fighters wearing their faction's uniform count, and the downed do not count.

War to the death

The attacker may propose it; it applies only if the defender's leader accepts before the first window opens. Then an enemy's killing blow on contested land, during a battle window, ends that character for good. In any other war a fall goes through the usual down state.

How a war ends

  • the attacker holds every territory it named
  • the last battle window closes; land taken stays taken
  • the leaders make peace, with a tribute of gold from either treasury if they agree one
  • the defender surrenders, and the named land passes to the attacker
  • the attacker withdraws, and nothing changes hands

Taking a hold

Land that is taken changes hands on the Realm map, and its property tax goes to the new holder. Taking a hold's capital takes the hold: its officials lose their offices, and the conqueror's leader appoints the new ruler and court.

Faction raids Not open yet

Not open yet in the alpha. A raid is a short strike on another faction's land for plunder, not conquest: no land changes hands.

Sending a raid

A leader or ruler sends a raid from the War page on a territory another faction holds. There is no fee and no notice, but 5 of the land's owners must be online, and they are warned the moment it starts. A raid lasts 30 minutes, and the same land then rests for 3 days.

Pillage

During the raid, raiders break into claimed homes on that land through their doors: no lock holds. Each home gives up 3 random items from its containers and 15% of their gold, once per raid, and so does each container on its own. Nothing worn and no keys are taken, and the owner is told.

What is safe

Gold in the bank is never raided, and no territory changes hands. A peace treaty does not stop a raid.

Raid groups of 7 to 12 Open

Open now. A raid group is a large party set out together for an expedition. It has nothing to do with faction raids. Claiming a ruin and choosing its difficulty work as in any dungeon: see Dungeons and Expeditions.

From party to raid

A party holds 6. Invite a seventh and it becomes a raid of up to 12 (/party invite, /party accept, /party leave). Skill gain is halved for everyone in a raid, except while standing inside a raid ruin the raid has claimed.

Raid ruins

Silorn, in Skingrad County, and Bawn, in Bravil County, are Ayleid ruins built for a raid: each has two masters to defeat, and it takes up to 12. There is no minimum, but a small party will find them very hard. The boss dungeons Niryastare and Telepe take a party of up to 6.

Setting out

All four are reached as expeditions from the Expedition Boards in three halls: the Synod Conclave and the Fighters Guild in Bruma, and Frostcrag Spire. The group comes home to the hall it left from. The party leader claims the ruin for 60 minutes, one group at a time.

Harder, and richer

A raid ruin's masters are stronger than a boss dungeon's and bring guards of their own, and the ruin holds more enemies. Masters and their chests give more boss loot, and a better chance of an Ayleid piece than a boss dungeon's; above Novice the pieces run finer too. The harder the difficulty you choose, from Novice to Master, the better the chance and the pieces.

Coming home

Once the last master falls, the expedition heads home 10 minutes later, with a warning 2 minutes before. Each member then waits 60 minutes before entering that ruin again.

What officials and leaders can do

The offices themselves, the treasury and the weekly reckoning are in the Holds & Factions Guide.

Leader or ruler

F3, Faction tab
CapitalTreatiesTaxWages

Chooses the capital, offers and accepts treaties, sets the tax and the weekly wages on the Treasury tab, and pays gold into the treasury. For a hold the tax is its one rate on inn beds and property, and a Jarl or Count also sets it and the wages on the Court tab. Nobody can take gold out of a treasury. Once they open, declares war, makes peace and sends raids.

Stewards

Hold officials
TaxWages

On the Court tab or the Treasury tab, set the hold's one tax on inn beds and property and the weekly wages of its offices, as the Jarl or Count can. Nobody sets the wage of their own office.

Members

Everyone

Once war opens: gather at the capital for a declaration, wear the faction's uniform to count at a land marker, and defend the land in the battle windows.

DragonBreak Online is a fan-made roleplay server for The Elder Scrolls V: Skyrim Special Edition. War and raids as the server stands on 12 October 2026. Last updated 12 October 2026.